It is currently 07 Jul 2021, 21:54
   
Text Size

Current Known Bugs list

Moderators: timmermac, friarsol, Blacksmith, KrazyTheFox, Agetian, CCGHQ Admins

Re: Current Known Bugs list

Postby DennisBergkamp » 03 Apr 2009, 18:51

Huh? I can't reproduce this. Unless there's something funny going on with Fyndhorn Elves, but I could block the AI's Headless Horseman and Skeletal Snake just fine with my Talas Warrior.
User avatar
DennisBergkamp
AI Programmer
 
Posts: 2602
Joined: 09 Sep 2008, 15:46
Has thanked: 0 time
Been thanked: 0 time

Re: Current Known Bugs list

Postby Mr.Chaos » 04 Apr 2009, 05:45

DennisBergkamp wrote:Huh? I can't reproduce this. Unless there's something funny going on with Fyndhorn Elves, but I could block the AI's Headless Horseman and Skeletal Snake just fine with my Talas Warrior.
Strange stuff going on here. I also could not reproduce the failure to block, eventhough I now made 2 decks especially for it. (the original "unable to block" moment happened with a standard green elves deck and a blue deck with unblockable creatures.)
1 deck had some Forest and Fyndhorn Elves, the other some Island and Talas Warrior but the elves never attacked once a warrior was in play.
Really weird since it really did happen like I described in my previous post.
Oh, well. Let's just hope it was a one time glitch. :o
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
Mr.Chaos
Tester
 
Posts: 625
Joined: 06 Sep 2008, 08:15
Has thanked: 0 time
Been thanked: 0 time

Re: Current Known Bugs list

Postby Chris H. » 06 Apr 2009, 14:20

I noticed a minor cosmetic problem with a new card, the Twinblade Slasher. The text string refers to the word "creature" when it should refer to the word "ability"

This is a fairly simple fix for Dennis. We got your Back. :wink:

Of course, anyone can edit their own copy of the cards.txt file at his time if they choose to, the correct version:


Twinblade Slasher
G
Creature Elf Warrior
Play this ability only once each turn.
1/1
PTPump 1 G:+2/+2
Wither
User avatar
Chris H.
Forge Moderator
 
Posts: 6320
Joined: 04 Nov 2008, 12:11
Location: Mac OS X Yosemite
Has thanked: 644 times
Been thanked: 643 times

Re: Current Known Bugs list

Postby DennisBergkamp » 06 Apr 2009, 16:05

Oops, yes it should be ability :roll:

By the way, I hope this version will be fairly stable with all of its new cards... I'm currently attempting to add "shroud" as a keyword, and I'll probably even try the scary task of "Protection from {color}". It thought this would be very tricky to implement, but it looks like it's quite a bit easier actually (just a lot of work).
User avatar
DennisBergkamp
AI Programmer
 
Posts: 2602
Joined: 09 Sep 2008, 15:46
Has thanked: 0 time
Been thanked: 0 time

Re: Current Known Bugs list

Postby Chris H. » 06 Apr 2009, 16:38

DennisBergkamp wrote:Oops, yes it should be ability :roll:

By the way, I hope this version will be fairly stable with all of its new cards... I'm currently attempting to add "shroud" as a keyword, and I'll probably even try the scary task of "Protection from {color}". It thought this would be very tricky to implement, but it looks like it's quite a bit easier actually (just a lot of work).
I thought that I saw a source file several weeks ago with keywords defined or listed. I seem to remember seeing several pro from color lines of code. It was probably just the beginning of an attempt to add in the required coding at a later date.

Once the coders are finished with "Protection from {color}", would it be possible to add on to this by giving us a keyword to assign the color of a card, CardColor:{color} ?

This would complete the Kobolds and the Ghostfire spell. This might also help with any attempt to write code for those cards that require hybrid mana to cast.
User avatar
Chris H.
Forge Moderator
 
Posts: 6320
Joined: 04 Nov 2008, 12:11
Location: Mac OS X Yosemite
Has thanked: 644 times
Been thanked: 643 times

First strike - double block

Postby mtgrares » 06 Apr 2009, 20:50

If you double block a creature with first strike nothing happens. For example if you block a 1/1 creature with first strike by two 1/1s, no damage is assigned and no creature goes to the graveyard.

I know that trample damage wasn't assigned to a player if the creature with trample was double blocked, because it just made the code easier. (And yes I coded trample #-o)
mtgrares
DEVELOPER
 
Posts: 1352
Joined: 08 Sep 2008, 22:10
Has thanked: 3 times
Been thanked: 12 times

Re: First strike - double block

Postby DennisBergkamp » 06 Apr 2009, 20:57

mtgrares wrote:If you double block a creature with first strike nothing happens. For example if you block a 1/1 creature with first strike by two 1/1s, no damage is assigned and no creature goes to the graveyard.

I know that trample damage wasn't assigned to a player if the creature with trample was double blocked, because it just made the code easier. (And yes I coded trample #-o)
This should be fixed by now (I think I fixed it in the 03/29 version). I have tested this with my two Transluminant double-blocking an attacking Knight of Meadowgrain. One of the Transluminant will die to First Strike damage, then the remaining Transluminant will kill the Knight of Meadowgrain during normal combat damage :)

EDIT: didn't know about the trample bug, I'll see if I can fix it.
User avatar
DennisBergkamp
AI Programmer
 
Posts: 2602
Joined: 09 Sep 2008, 15:46
Has thanked: 0 time
Been thanked: 0 time

Re: Current Known Bugs list

Postby DennisBergkamp » 06 Apr 2009, 22:15

I thought that I saw a source file several weeks ago with keywords defined or listed. I seem to remember seeing several pro from color lines of code. It was probably just the beginning of an attempt to add in the required coding at a later date.

Once the coders are finished with "Protection from {color}", would it be possible to add on to this by giving us a keyword to assign the color of a card, CardColor:{color} ?

This would complete the Kobolds and the Ghostfire spell. This might also help with any attempt to write code for those cards that require hybrid mana to cast.
Yes, this is a good point. Currently the colors of a spell are determined by its casting cost.... this is obviously incorrect in a few cases.
(I don't think it would help much with the hybrid mana cards, however it will make Rhys the Redeemed a little bit less hacky).
Also, when (if?) "Protection from {color}" is implemented, a bunch of cards could use some rewrites... Spiritmonger, Disciple of Kangee, Wild Mongrel, ... to name a few, since color will actually matter a lot more now.

This is tricky stuff though, since it involves changing the code in a whole bunch of places.
User avatar
DennisBergkamp
AI Programmer
 
Posts: 2602
Joined: 09 Sep 2008, 15:46
Has thanked: 0 time
Been thanked: 0 time

Re: Current Known Bugs list

Postby Almost_Clever » 07 Apr 2009, 02:37

Before the draw step (but not necessarily during the upkeep), the active player loses two life to Seizan, Perverter of Truth, but does not actually draw the extra two cards (or any extra cards, for that matter).
A woman came up to me and said / "I'd like to poison your mind / With wrong ideas that appeal to you / Though I am not unkind."
User avatar
Almost_Clever
Tester
 
Posts: 345
Joined: 15 Jan 2009, 01:46
Has thanked: 0 time
Been thanked: 0 time

Re: Current Known Bugs list

Postby Chris H. » 07 Apr 2009, 13:37

It recently came to my attention that the card-pictures.txt file now contains a useless url for the Archon of Justic card. The old url for this card is:

http://resources.wizards.com/Magic/Cards/EVE/EN/Card146006.jpg

However, the jpg for the Archon of Justic card is available at:

http://www.wizards.com/global/images/magic/general/archon_of_justice.jpg

I will repair the card-pictures.txt file and will PM this file to Dennis for the next release version.

Rares left an interesting post with a suggestion to change the error message. It had something to do with removing the new line character. This might be a nice bug fix for the next version.
User avatar
Chris H.
Forge Moderator
 
Posts: 6320
Joined: 04 Nov 2008, 12:11
Location: Mac OS X Yosemite
Has thanked: 644 times
Been thanked: 643 times

Re: Current Known Bugs list

Postby DennisBergkamp » 07 Apr 2009, 14:43

I have fixed the line rares' posted, however, I'm always able to download everything it seems, so I'm not sure if this works... maybe I'll add in a wrong link to see if it generates an error for a particular card now.
User avatar
DennisBergkamp
AI Programmer
 
Posts: 2602
Joined: 09 Sep 2008, 15:46
Has thanked: 0 time
Been thanked: 0 time

Re: Current Known Bugs list

Postby Mr.Chaos » 07 Apr 2009, 15:43

Situation:
Compy has Howling Mine in play and I have Winnower Patrol and Wolf-Skull Shaman in play.
Result:
When the first card revealed is an elf neither of the above get their bonus. (My deck only has elves for creatures)
So no +1/+1 counter and no wolf token.
Howling Mine seems to mess this up. :?

Edit: this is with version 0404.
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
Mr.Chaos
Tester
 
Posts: 625
Joined: 06 Sep 2008, 08:15
Has thanked: 0 time
Been thanked: 0 time

Re: Current Known Bugs list

Postby DennisBergkamp » 07 Apr 2009, 16:45

Hmm, I know Winnower Patrol is buggy (multiple ones seem to cause a lot of problems), anything that causes card draws during the upkeep or draw phase is very buggy as well.
This bug could be caused by a number of things, but I think what's happening here is this:
First card to be revealed is an elf, both Kinship abilities are put on the stack and the Winnower Patrol should get +1/+1 and a 2/2 Wolf token should hit play, however, right before (or during - who knows?) their resolution, Howling Mine causes the extra card to be drawn. This happens because in MTGForge when an ability gets put on the stack during upkeep, the game somehow "flows over" into the draw phase ](*,)

I haven't really tried to fix this bug, because I don't really know where to start, but maybe I'll have a look into it...
User avatar
DennisBergkamp
AI Programmer
 
Posts: 2602
Joined: 09 Sep 2008, 15:46
Has thanked: 0 time
Been thanked: 0 time

Re: Current Known Bugs list

Postby Chris H. » 07 Apr 2009, 20:06

I noticed a minor cosmetic issue with the new AEther Vial card. Currently the entry for this card in the cards.txt file states:

AEther Vial
1
Artifact
At the beginning of your upkeep, you may put a charge counter on ∆ther Vial.




I think that this should be changed to:

AEther Vial
1
Artifact
At the beginning of your upkeep, you may put a charge counter on AEther Vial.
User avatar
Chris H.
Forge Moderator
 
Posts: 6320
Joined: 04 Nov 2008, 12:11
Location: Mac OS X Yosemite
Has thanked: 644 times
Been thanked: 643 times

Re: Current Known Bugs list

Postby DennisBergkamp » 07 Apr 2009, 20:17

Ahh, this is probably because it's some kind of special character (I directly copied the text over from magiccards.info), but since I named it AEther Vial anyway, we might as well stay consistent and refer to it like that in the text as well.
User avatar
DennisBergkamp
AI Programmer
 
Posts: 2602
Joined: 09 Sep 2008, 15:46
Has thanked: 0 time
Been thanked: 0 time

PreviousNext

Return to Forge

Who is online

Users browsing this forum: No registered users and 12 guests


Who is online

In total there are 12 users online :: 0 registered, 0 hidden and 12 guests (based on users active over the past 10 minutes)
Most users ever online was 1922 on 07 Jun 2021, 06:01

Users browsing this forum: No registered users and 12 guests

Login Form